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Lord Malakite
09-15-2005, 11:00 PM
Nintendo has revealed the controller for the Revolution. Get ready for a surprise.

JimJamBonds
09-16-2005, 12:13 AM
Wow thats crazy. :crazed: Although it's just a remote broken into two parts. Still though it seems weird, I still like the classic control pad from the 8 bit days.

2-1B
09-16-2005, 12:31 AM
The first 2 look like items you might find in an Adam & Eve catalogue.

JediTricks
09-16-2005, 02:15 AM
And here I was thinking the right side of the controller looked like something to raise and lower your Craftmatic II adjustable bed. :p

Slicker
09-16-2005, 03:25 AM
*shakes head in disgust*

Why on earth would they do that? As if it isn't hard enough keeping a single controller cable from getting tangled up you now have to contend with TWO. I don't like the idea even remotely (no pun intended). That looks incredibly akward and ungangly to use. I won't bother buying a Revolution so I doubt I'll ever get the chance to use the controller and you know what? I won't feel like I'm missing out on anything either.

JediTricks
09-16-2005, 04:42 AM
What bothers me most is that when I use a controller's d-pad or joystick, I use one hand to steady the controller and the other is dedicated more to moving the stick, but here you cannot steady the controller with another hand, making a 3rd thing each hand has to do (1 - move stick or pad; 2 - hit buttons on face or shoulder; 3 - steady pad). Honestly, this thing looks like another Nintendo gimmick that tested well with Japanese consumers because it's weird and different and new, but will burn out fast in both markets due to its inherent flaws and gimmicky nature.

Rogue II
09-16-2005, 11:08 AM
I heard Nintendo wanted to do something new for the controller on the Revolution, but... I don't get it. This could very well end up right next to the Virtual Boy system in the video game Hall of Shame.

Maybe a 3rd party company will make a more sensible controller if these things don't work out. Possibly something retro-nintendo since they said you can download games from the SNES, N64, and NES.

Lord Malakite
09-16-2005, 11:12 AM
I was going to post more of IGN's details as to how this controller works last night but my college's internet connection crapped out. So forgive me for leaving you hang. :p

The controller is essentially a wireless, square remote that works something like a computer mouse would in 3D space. Imagine sticking your hand into a virtual box and having your TV understand how it's moving in there. Now you're getting the idea - sort of.

Main Controller Features


3D Pointing. Sensors understand up, down, left, right, forward and backward.
Tilt Sensitive. Controller can be rotated or rolled from side-to-side.
Buttons Included. Has a trigger on its backside, face buttons, and a D-Pad.
Multifunctional. Has an expansion port which can be used with different types of controller peripherals. Analog stick with two trigger buttons planned for left hand.
Wireless. Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise.
Rumble Built-in. Included as a standard in all the controllers.


To show off its features, Nintendo designed a series of crude gameplay demos. None of them ran on the Revolution graphics hardware. They were strictly to demonstrate certain features of the controller.

Demo #1: Point and Shoot
Like a laser pointer, the main controller was used to move a simple cursor on the TV screen and shoot square blocks for points. It was simple, merely colored lines in 2D, but effective. It was easy to get a feel for just how sensitive the device is -- it responded to all the movements quickly and smoothly. We did feel the need to use two hands, however, to steady it and improve accuracy, but that only lends to the idea of just how sensitive it is.

Demo #2: Fishing
Much more advanced than just a simple cursor, this revealed how the controller can navigate a 3D space, moving an object on the TV screen not only left, right, up, and down, but also forward and backwards with depth. Users simply use the hand cursor on the screen to pick up a fishing pole and dip its line into a pond full of fish. Like nearly all of the demos, this was very crude, so don't go imaging even fishing on the Ocarina of Time level -- this was like a coloring book with flat fish in the water. The visual medium wasn't the point, though. It was pretty intuitive to just reach forward with our virtual hand, pick up the rod, and then dip the hook into the pond and dangle it there. When a fish finally bit, the remote rumbled, which was the cue to tug back on the controller to catch it. As it was only a prototype controller, it was wired because rumble was not in the wireless versions yet.

Demo #3: Shock Stick
Like the first, this was to show how you can point and move something. It was a bit like the board game Operation, only instead of navigating tweezers you navigated a rotating stick through a two-dimensional cave. The skill was to keep a steady hand, collect coins, and don't hit the walls. Small springboards on the side would change the direction of the spin of the stick, which aided in creating a strategy for navigating around things.

Demo #4: Air Hockey
This blended basic pointing with something new: twisting. As you might imagine, players hit a puck back and forth by maneuvering their "hockey sticks" with the controller. The catch was that by twisting your wrist, left or right, you could angle the stick to send the puck in another direction. Twisting, in addition to hitting was actually pretty difficult in this demo. It worked to a point, but it also lacked the intuitiveness that a real table would have. It seemed mainly aimed at familiarizing us with the notion of twisting the remote to turn things.

Demo #5: Basketball
Again, this focused on laser pointer style controls. The game was to simply move a basketball around on the court, not by bouncing it, but instead dragging it by pressing the B-trigger in back of the remote to create an indent. The ball rolled into the crevice, and you could drag it towards the hoops. Then, with the A-button, you could reverse the indent, creating a hill and pop the ball upwards toward the hoop. It was a simple two-player game, but worked to show off the sensitivity of the cursor and how it was interacting with another player in the same space. Surprisingly, it was easy to keep track of where you were on the court, allowing for blocks and steals.

Demo #6: Toy Plane
Set in the watery hub of Mario Sunshine, this demonstrated that not all controls are created equal. The remote could be held like a toy airplane, fingertips support its base, which allowed the player to tilt it forwards to dip down, back to gain elevation, and twisted left or right turn. The objective was just to steer the plane through rings in the sky. Of course the first thing that came to mind was Pilotwings, so it's easy to see how these simple applications of the controller could be grown into something more complex. It was pretty intuitive to pull off dips and quick turns. Miyamoto joked that you could have a controller peripheral shaped like a toy plane to really make it interesting.

Demo #7: Where's Pikachu?
One of the crudest demos, the screen displayed a flat map with many Pokemon characters crowded together on it. It was a spoof on Where's Waldo, the famous find-the-needle-in-the-haystack illustrated book. The controller lent the ability to look left and right by just pointing the cursor across the map, but also zooming in by moving towards the screen (or zooming back out by moving away). One can imagine how a sniper rifle in a first-person shooter might take advantage of those kinds of controls.

Demo 8: First Person Shooting
So, we lied -- not all of the demonstrations were completely crude graphics. For the final demo, the one that most represented how a game might feel with the Revolution controller, Nintendo displayed what was apparently a test by the team at Retro Studios for what they could do with Metroid Prime 3. They stressed it was just a test, quickly thrown together in just a few weeks. For this, the analog control stick peripheral was used. We held it in our left hand to control the forwards, backwards, and side-strafing motions, as well as having access to triggers in back for scanning; meanwhile, the right hand used the main Revolution remote control to behave just like a mouse on a personal computer. It was a very natural application and felt pretty smooth, but since it wasn't a polished game it did feel a bit awkward at times, making us wonder what kind of things a developer could do to calibrate these kinds of controls for users. Nonetheless, the potential is huge for the FPS genre.

This concluded the demonstrations. At which point a mix of excitement and confusion set in. This is a bold step for Nintendo. It will seemingly exclude the Revolution from a lot of third-party release. They'll all have to be tweaked if they hope to work well at all. So, this creates a rather large uphill battle for supporting the system with a consistent flow of content. However, the exciting part is that most games that are actually made for Revolution will be very unique and that's what Nintendo is aiming for. Unfortunately, as the DS has proven, unique doesn't always equal better gameplay. Nintendo will have a lot to prove when it finally chooses to reveal real, polished software that's supposed to represent how Revolution will play. That is going to be the crux of Revolution entirely, because without a consistently fluid experience, this could also easily be a flash in the pan or something altogether frustrating. We have to wonder how it might be holding your arm in the air for an hour or more, and if that will cause any frustration.

On the flipside, though, the demos set our minds abuzz. It's easy to imagine why Nintendo is so heavily invested in the idea. There is such great potential to do so many unique things. Playing a real-time strategy game like Starcraft would be extremely fluid and intuitive. Mario Party, we're sure you can guess, will finally be a completely new experience. What of Zelda or Mario? No word yet, but imagine swinging your sword in Zelda instead of pressing buttons. Or, in Mario, imagine having to grab blocks and build platforms. Also, since the controller flips on its side to work very much like a NES pad, it would be interesting to mix up gameplay and throw in an old-school challenge.

This doesn't even explore the possibility of accessories. Nintendo wasn't making any announcement, but as an example Miyamoto commented you could hook it up to bongo drums or something else. Everyone agreed a Samba de Amigo would be perfect as well, to which Miyamoto-san confirmed, "Mr. Naka [at Sega] really likes this controller." What if you could use two controllers at once for Fight Night or a new Punch Out? How about if Namco release a gun peripheral for a new Time Crisis, where you moved with the left analog and lifted, aimed, and reloaded your gun as if it was real? The list could go on and on, but we're sure you're already starting to gather your own ideas.

Finally, you'll want to take some time to examine the main remote. We got to handle this prototype, which Nintendo says is pretty close to the final design. It feels very comfortable and, as you can see, looks sleek too. Nintendo was unwilling to comment on what the "Home" button does, but it's likely a place to manage classic games you've downloaded, online games, and hopefully much more. Also, if you're wondering, there's no set limit on the distance one can use the remote yet, but Nintendo has tested it on up to 80"-100" screens and says it works fantastically. It can be used on tubes, LCDs, plasma, projection or any kind of screen because the sensor is connected like a flat antenna under the display. They are still working on the details of what kinds of options users will have for placement. So, there's also no reason HDTV wouldn't work with this technology -- here's hoping Nintendo decides to support it in the final system.

It's all about real games, though. Nintendo itself has always said that it's the software that's most important. We'll take the optimistic side and assume that Nintendo has really nailed the technology. If it has, playing Revolution should be unlike anything else out there. Mario will never be the same. But it's going to be up to these real games -- like Super Smash Bros. -- to prove why this is a revolutionary step and not just a way of being different. At the very least, starting right now, the development community is going to have a lot to think about. Whatever games are on Revolution, they are basically guaranteed to provide a totally different experience. And for that, we're beaming with anticipation.

Captain Spoon
09-16-2005, 11:30 AM
uuuhhhhhh???????.....uuhhhhhh!!!!..... (stands speechless with confused look on face)
uuuhhhh??.....Will my Wavebird work on it?

Lord Malakite
09-16-2005, 12:02 PM
Theoretically the Wavebird should work. The Revolution (in standing vertical postion) has a designed flip top lid exposing GCN controller ports and GCN memory card ports. I guess it just depends on whether or not the Wavebird's signal can reach the plug in part with it being on top of the system. This also opens up another potential possibility for 3rd parties porting games and the NES/SNES/N64 backwards compatibility. I imagine there isn't anything stopping them from programming the games to work with a standard GCN controller (which is close to par with the PS3 and X-360 controller), over say the more unique revolution controller.

rich_of_the_dead
09-16-2005, 01:45 PM
GGGGGGGGGGGGGGAAAAAAAAAAAAAAAAAAAAAAAAAACCCCCCCCCC CCCCCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKKKKKKKKK:mad : :mad: :mad: :mad:

mrmiller
09-16-2005, 03:13 PM
I donít know about this- is it Innovative or Gimmicky? Looks like a bad gimmick to me.

I just wonder how this is going to work. Will I have to hold the controller towards the TV and/or console? Can I still lay in bed on my back and play with the controller tilted up to the ceiling?

What if I have to scratch or get a drink? One end's going to dangle making it hard for me to get back to the game real fast, and if it's the right stick I'll be swinging all over the place.

How can they port games from other systems (PS3 and 360) with a crazy control scheme? No dual analog stick either?

Just lots of questions right now, and I really don't care for the concept. I'm afraid the big N is going to let me down.

Nintendo- Quit trying to sell us on a gimmick, and make better games and a better system than everyone else. Then we will buy. Quit thinking because it's new, and branded as innovative, all your fans will buy. The Fanboys will, but you are doing them a disservice when you could just make the best systems out there instead of making the most "unique" one.


=MATT=

Rocketboy
09-16-2005, 05:17 PM
These things better come with one of the helmets that holds 2 cans of beer.

JediTricks
09-16-2005, 08:45 PM
The controller is essentially a wireless, square remote that works something like a computer mouse would in 3D space. Imagine sticking your hand into a virtual box and having your TV understand how it's moving in there. Now you're getting the idea - sort of.I get the idea, it's called the "Power Glove", Nintendo already bombed out with this idea a generation ago, it didn't work then and it won't work now. Plus, unlike the Power Glove, this silly thing isn't going to get a movie made out of it, a la "The Wizard". AHAHAHAHAHA! I think I just soiled myself, I can't believe I remembered that stuff.


*3D Pointing. Sensors understand up, down, left, right, forward and backward.
*Tilt Sensitive. Controller can be rotated or rolled from side-to-side.See my "Power Glove" comment. Fred Savage-related movies not withstanding.


Buttons Included. Has a trigger on its backside, face buttons, and a D-Pad.Wow, how creative of Nintendo to put this main feature in! Who the hell would have guessed a game controller had BUTTONS?!? :p Actually, to be fair, there was a 3rd-party NES controller back in the day that had sensors which read your hand movements in air, including spots for the B and A buttons, it was about as reliable as the Power Glove but not as ridiculous-looking.


*Wireless. Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise.
*Rumble Built-in. Included as a standard in all the controllers.Because there's nothing I love more in my battery-starved wireless controllers than a juice-sucking motor. :rolleyes:


To show off its features, Nintendo designed a series of crude gameplay demos. None of them ran on the Revolution graphics hardware. They were strictly to demonstrate certain features of the controller.

Demo #1: Point and Shoot
Like a laser pointer, the main controller was used to move a simple cursor on the TV screen and shoot square blocks for points. It was simple, merely colored lines in 2D, but effective. It was easy to get a feel for just how sensitive the device is -- it responded to all the movements quickly and smoothly. We did feel the need to use two hands, however, to steady it and improve accuracy, but that only lends to the idea of just how sensitive it is. Two words: DUCK HUNT

Plus, I love how they talk about needing 2 hands to hold it, I think I made a comment about that very issue in my previous post.


Demo #2: Fishing
Much more advanced than just a simple cursor, this revealed how the controller can navigate a 3D space, moving an object on the TV screen not only left, right, up, and down, but also forward and backwards with depth. Users simply use the hand cursor on the screen to pick up a fishing pole and dip its line into a pond full of fish. Like nearly all of the demos, this was very crude, so don't go imaging even fishing on the Ocarina of Time level -- this was like a coloring book with flat fish in the water. The visual medium wasn't the point, though. It was pretty intuitive to just reach forward with our virtual hand, pick up the rod, and then dip the hook into the pond and dangle it there. When a fish finally bit, the remote rumbled, which was the cue to tug back on the controller to catch it. As it was only a prototype controller, it was wired because rumble was not in the wireless versions yet. This sounds like the recently-released (to little fanfare) Xavix system, which TRUs have on demo.


Demo #3: Shock Stick
Like the first, this was to show how you can point and move something. It was a bit like the board game Operation, only instead of navigating tweezers you navigated a rotating stick through a two-dimensional cave. The skill was to keep a steady hand, collect coins, and don't hit the walls. Small springboards on the side would change the direction of the spin of the stick, which aided in creating a strategy for navigating around things. Oh man, I *really* hope this thing at least has adjustable sensitivity control software, some people are twitchy while others are not, would make that sort of gameplay really frustrating if it couldn't be calibrated to each user.


Demo #4: Air Hockey
This blended basic pointing with something new: twisting. As you might imagine, players hit a puck back and forth by maneuvering their "hockey sticks" with the controller. The catch was that by twisting your wrist, left or right, you could angle the stick to send the puck in another direction. Twisting, in addition to hitting was actually pretty difficult in this demo. It worked to a point, but it also lacked the intuitiveness that a real table would have. It seemed mainly aimed at familiarizing us with the notion of twisting the remote to turn things. This annoys me but could work I suppose, it annoys me because if we're supposed to be freed from the static controller so each hand can do what it wants, the twisting motion negates that since you now will have to keep your hands level to move them that way since your wrists have a limited range of rotation motion.


Demo #6: Toy Plane
Set in the watery hub of Mario Sunshine, this demonstrated that not all controls are created equal. The remote could be held like a toy airplane, fingertips support its base, which allowed the player to tilt it forwards to dip down, back to gain elevation, and twisted left or right turn. The objective was just to steer the plane through rings in the sky. Of course the first thing that came to mind was Pilotwings, so it's easy to see how these simple applications of the controller could be grown into something more complex. It was pretty intuitive to pull off dips and quick turns. Miyamoto joked that you could have a controller peripheral shaped like a toy plane to really make it interesting.

Demo #7: Where's Pikachu?
One of the crudest demos, the screen displayed a flat map with many Pokemon characters crowded together on it. It was a spoof on Where's Waldo, the famous find-the-needle-in-the-haystack illustrated book. The controller lent the ability to look left and right by just pointing the cursor across the map, but also zooming in by moving towards the screen (or zooming back out by moving away). One can imagine how a sniper rifle in a first-person shooter might take advantage of those kinds of controls.Seems like a pointless reinvention of the wheel from those descriptions, I can do all that with a regular controller at this point, what's actually been added? Your arm is doing what your thumb normally would, I guess, but BFD if that's it.


Demo 8: First Person Shooting
So, we lied -- not all of the demonstrations were completely crude graphics. For the final demo, the one that most represented how a game might feel with the Revolution controller, Nintendo displayed what was apparently a test by the team at Retro Studios for what they could do with Metroid Prime 3. They stressed it was just a test, quickly thrown together in just a few weeks. For this, the analog control stick peripheral was used. We held it in our left hand to control the forwards, backwards, and side-strafing motions, as well as having access to triggers in back for scanning; meanwhile, the right hand used the main Revolution remote control to behave just like a mouse on a personal computer. It was a very natural application and felt pretty smooth, but since it wasn't a polished game it did feel a bit awkward at times, making us wonder what kind of things a developer could do to calibrate these kinds of controls for users. Nonetheless, the potential is huge for the FPS genre.I suppose I see the point of that, but to me it seems like a specialized item, one that won't be used on a lot of games and could have been simply another add-on, like the Gamecube's Donkey Konga drums. It reminds me of the DS in a way, the stylus screen gameplay is more a distraction than an addition to me and the games I've used on the demos don't benefit from this addition, like they took playable games and made them gimmicky simply to sell another toy.


We have to wonder how it might be holding your arm in the air for an hour or more, and if that will cause any frustration.I hadn't even thought of that exactly, it's a good point though, I generally loadshare my arms when using the controller, and I can flop it down and pick it back up easily whereas this may be more annoying.



Just lots of questions right now, and I really don't care for the concept. I'm afraid the big N is going to let me down.

Nintendo- Quit trying to sell us on a gimmick, and make better games and a better system than everyone else. Then we will buy. Quit thinking because it's new, and branded as innovative, all your fans will buy. The Fanboys will, but you are doing them a disservice when you could just make the best systems out there instead of making the most "unique" one.I get the same feelings. I think what Nintendo is trying to do is make another proprietary system so they can make innovation money, but it's going to end up costing them big a la Virtual Boy (I bought mine at TRU for under $20, they had to be losing money there hand over fist).

2-1B
09-17-2005, 12:37 AM
JT, I have The Wizard on VHS and it is awesome. :D

"Video Armageddon"
lol lol lol lol lol lol lol lol lol lol lol lol lol lol lol

Lord Malakite
09-17-2005, 02:45 AM
For anyone who is interested here is the entire (approx. 50 min.) keynote speech (http://www-origin.irwebcasting.com/050916/03/ff3672f7df/main/index_hi.htm) of Nintendo President Iwata at the Tokyo Game Show 2005 in which he revealed the Revolution controller.

It does provide some details I have not mentioned, such as the idea behind designing such a controller, marketing strategy, Wi-Fi internet capabilty, a promo-demo reel for the controller, some third party reaction, and how backwards compatibility for /NES/SNES/N64 is planned to be implemented.

Overall a pretty interesting speech if you are into that sort of thing. If you want to just skip all the technical/business stuff and go directly to the controller stuff fast foward to about the 30 minute mark.

Reefer Shark
09-17-2005, 12:28 PM
Bleh... this strange contraption has killed whatever interest I might have had with the new Nintendo System...

X-Box 360, here I come! :D

scruffziller
09-17-2005, 03:42 PM
X-Box 360, here I come! :D

Yea, but you will miss out on all the most awesome Mario and Zelda games to come!!!!!:lipsrseal

It is a real kooky design. Nintendo seems to lean toward that, so I will always figure out a way to use it right.

JediTricks
09-18-2005, 06:39 PM
JT, I have The Wizard on VHS and it is awesome. :D

"Video Armageddon"
lol lol lol lol lol lol lol lol lol lol lol lol lol lol lol
Ahhh, that explains EVERYTHING Caesar! :p

Daz
09-20-2005, 05:38 PM
If you delve deeper on Ign there's picture of the remote control thingy interfacing with a normal looking pad, so they haven't completly lost there marbles they are still giving us the option of using our thumbs rather then dislocating our shoulders.:laugh:


Scruffziller Yea, but you will miss out on all the most awesome Mario and Zelda games to come!!!!!

Unfortunatly with Nintendo its a case of two or three killer the rest filler

bigbarada
01-30-2006, 02:47 AM
I've been loyal to Nintendo almost to a fault for the last decade. I survived the N64 years, I politely ignored the Virtual Boy. I STILL own a Gamecube even though it's fallen into the same trap as the N64 (only not as many good games); I keep telling myself that everything will be alright when Zelda: Twilight Princess is released; but that's been delayed and there seems to be no more word on it. I actually almost bought a DS the other day.

But this..... if this is really what Nintendo plans to release then that's it for me. I'm not wasting another penny on a doomed Nintendo console.

Something happened to them somewhere along the line and they no longer know how to stay competive in this marketplace (at least not with consoles).

Sure I'll miss out on Zelda and Mario games, but Mario has been driven into the ground and A Link to the Past is still the all-time greatest Zelda game ever made.

I guess I'm just going to have to save up for a Playstation 3.

DarthQuack
03-24-2010, 10:23 PM
I think the Wiimotes are better than these Revolution controllers.

El Chuxter
03-24-2010, 10:56 PM
Yeah, the attachment for the nunchuk on the Revolution is honkin' huge! I do like the color options, though.

Lord Malakite
03-25-2010, 02:30 AM
Yeah, the attachment for the nunchuk on the Revolution is honkin' huge! I do like the color options, though.
Well, at least they don't have balls attached to the ends of them like the PlayStation Move Controller, which is clearly an original Sony idea. ;)